View Full Version : Doom 2 Arena
Rellik_jmd
September 4th, 2004, 08:24 PM
So yeah, here's the alpha. Click (http://www3.telus.net/daewoo/download/d2arena1.zip).
Includes:
- It's a standalone Iwad, no doom2 needed. Which kind of kills the relevance of the name but whatever. :p
- Awards for Speedkill (frags within a short amount of time), Rampage and Domination for getting frags without getting fragged.
- For play against a single bot, not another human or online play at all.
All the info is in the Readme. Check it out.
Coming soon: Airfrag awards!
Inga-KX
September 4th, 2004, 08:47 PM
Oh my oh my!! *spin*
Rellik_jmd
September 4th, 2004, 09:41 PM
It's really nice when you blow them out of the air, it's like gory fireworks. :)
Inga-KX
September 4th, 2004, 09:59 PM
This stuff is fresh and highly adictive like very few I've got to play!. It should be included as an official download for the site :D
ToXiCFLUFF
September 4th, 2004, 10:19 PM
Hehe, fun stuff.
//Edit: I'm really quite amazed at how well the bots use the jump pads. They don't have any specific code for them as far as I know... how the hell did you do that?
Planky
September 4th, 2004, 11:00 PM
Well done rellik, tis good fun.
Exl
September 5th, 2004, 02:08 AM
Really nice stuff
//Edit: I'm really quite amazed at how well the bots use the jump pads. They don't have any specific code for them as far as I know... how the hell did you do that?
They just try to get the closest to a player; it's part of how they normally move that makes them end up on a jumppad anyway.
Wad'a'Holic
September 5th, 2004, 02:13 AM
Nice work, this is so fun. I love that insta-gib. :D
Rellik_jmd
September 5th, 2004, 09:14 AM
The jumppads took a fair bit of work to perfect actually. There's a lift behind the pad that is kept invisible by a 3dblock that fills the space created by the lowering of the lift. Here's a quick tutorial:
Create your lift as the bot will look for that as the way to get to the player, otherwise they'll just wait below. Make the lift fairly large, as the level of the bots attraction seems to vary according to the size. The larger the lift the less the bot hesitates to try to use it. Create a 3d block with floor and cieling at the same height as the floor of the lift, tag the block sector to the lift activation so the floor drops at the same time as the actual lift.
You can hear it activate occasionally, and if you have splats on shoot the back of the jump pad nook then hit use as the jumppad throws you verticle. You'll see the decals move down with the lift. :-p
Exl
September 5th, 2004, 11:38 AM
I don't see how a bot will be more attracted to bigger lifts though... although it's true that they'll look for just the special linetype that you activate the lift by. Smart way of fooling the bots, and me :)
Rellik_jmd
September 5th, 2004, 01:57 PM
At first I started out with relatively small lifts and the bots seemed to be reluctant to use them, as I increased their size the bots more quickly moved to them. I dunno why, I just know what worked. :)
P.S. If you put a bind in your autoexec you can bring up the medal list:
bind [ "t_runscript 207" // display score board
Ebola
September 6th, 2004, 06:19 AM
rellik: impressive,, ;)
Rellik_jmd
September 6th, 2004, 07:31 AM
Speaking of which I'll need to modify the 1.42 source so I can release an engine with a one-shot railgun style weapon, plus the uber-fun non-damaging rocket jump code. I think I'll need to go in and reduce the maximum speed at which objects fall too. Lots of stuff to do, make each maps bot use a different skin, add funny messages, add sounds to the falling gib chunks, write the airfrag script, move the teleport on MAP01 so the top level isn't so camper friendly, etc.
Hurdler
September 6th, 2004, 08:51 AM
and if you imagine the FS function names and parameters for all that, I can help you (it's better to add FS functionnality so everybody can use them than changing the source code for only one mod).
Rellik_jmd
September 6th, 2004, 11:04 AM
Actually I was going to ask for someone to tell me how to change how things work based on whether or not "allowrocketjump" is on. That way if you start up a game with allowrocketjump 1,
- you aren't hurt by your own rocket damage,
- rockets push you a helluva lot harder, and mostly upward ( as it is now a rocket shot at your feet will try to blow you down )
- you jump twice as high by default,
- the single shotgun fires differently (1 perfectly accurate bullet that does 75 to 100 damage like a railgun)
I did some expirementing with the rocket trails too, they look nicer when the smoke doesn't rise at all, with new sprites and double the number of smoke puffs. I'll have to dig up that engine and post it so people can take a peek at the rough version, but that'll be atleast a week from now.
Rellik_jmd
September 6th, 2004, 02:10 PM
I should probably also say that to use this script all you need to to is put type 273 lines around your player starts, and have a small teleport chamber off your map somewhere. Then where it asks in the USER DEFINED VARIABLES just specify the tag number of the lines and the sector where the corpses are teleported to when the bot gibs. That's it.
Inga-KX
September 11th, 2004, 08:30 AM
Man, the bots are being nasty as hell, I've found the light at the end of the tunnel with neverending circle shooting, otherwise I'm dead meat! *shocked*
DarkWolf
September 12th, 2004, 05:40 PM
There's no need to have all those script triggers around the player starts. I was able to use 1 line trigger started by a candle in Legacy Tag. The wad looks cool, but with all the new functions that have been added lately the end result will hopefully have a lot more.
Rellik_jmd
September 12th, 2004, 08:45 PM
Yeah there's lots of stuff planned but no time. Trying to get the next version of FreeDM out the door.
I tried using an object to run the loop scripts but for some reason it wouldn't display any messages after the first time the player died and it was just as easy to use lines. I started out with players crossing a line off map that would teleport them on map but that kind of stuff plays havok with the bots so I had to change stuff after I was a fairly long ways into it. Anyone who wants can make levels or work on / expand / clean up the code. I don't care if people use this stuff for their own enjoyment.
ToXiCFLUFF
September 13th, 2004, 02:26 AM
Yeah there's lots of stuff planned but no time. Trying to get the next version of FreeDM out the door.
I tried using an object to run the loop scripts but for some reason it wouldn't display any messages after the first time the player died and it was just as easy to use lines. I started out with players crossing a line off map that would teleport them on map but that kind of stuff plays havok with the bots so I had to change stuff after I was a fairly long ways into it. Anyone who wants can make levels or work on / expand / clean up the code. I don't care if people use this stuff for their own enjoyment.You can use a if(playeringame(i) == 1) {playertip(i, "message");} setup within a loop to get around this (I think).
Another nice thing to do would be to abstract your script from the levels themselves - i.e. you remove all the game scripting from each map header and put it into a GAMRULES lump or something. Then, each map would just need [level info] script, include("gamrules"); and the variables specific to each map.
DarkWolf
September 13th, 2004, 01:24 PM
You can use a if(playeringame(i) == 1) {playertip(i, "message");} setup within a loop to get around this (I think).
Correct, tip is only displayed on the screen of the player who triggered the line. Since you're starting the script with a non-player though, the "tip" is never seen and playertip needs to be used instead.
People making DM or COOP maps need to be careful about this, you can setup a loop to send the message to all existing players.
int i = 0;
while(i < 32)
{
if(playeringame(i))
{
playertip(i, "string");
}
i++;
}
Rellik_jmd
September 18th, 2004, 07:20 PM
I tried using playertip and it didn't work, maybe I goofed with something somewhere. Not that it matters and not that I'll get off my ass and change it, it works now and I'm too lazy to redo it right. :-p Real Life just got super busy so I'll only be able to work on stuff or go online on the weekends.
vBulletin® v3.8.3, Copyright ©2000-2010, Jelsoft Enterprises Ltd.